#define onlySyncOnChange_BANDWIDTH_SAVING
using System.Collections.Generic;
using UnityEngine;
using Mirror;

/*
    Documentation: https://mirror-networking.gitbook.io/docs/components/network-transform
    API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkTransformBase.html
*/

public class #SCRIPTNAME# : NetworkTransformBase
{
    protected override Transform targetComponent => transform;

    // If you need this template to reference a child target,
    // replace the line above with the code below.

    /*
    [Header("Target")]
    public Transform target;

    protected override Transform targetComponent => target;
    */

    #region Unity Callbacks

    protected override void OnValidate()
    {
        base.OnValidate();
    }

    /// <summary>
    /// This calls Reset()
    /// </summary>
    protected override void OnEnable()
    {
        base.OnEnable();
    }

    /// <summary>
    /// This calls Reset()
    /// </summary>
    protected override void OnDisable()
    {
        base.OnDisable();
    }

    /// <summary>
    /// Buffers are cleared and interpolation times are reset to zero here.
    /// This may be called when you are implementing some system of not sending
    /// if nothing changed, or just plain resetting if you have not received data
    /// for some time, as this will prevent a long interpolation period between old
    /// and just received data, as it will look like a lag. Reset() should also be
    /// called when authority is changed to another client or server, to prevent
    /// old buffers bugging out the interpolation if authority is changed back.
    /// </summary>
    public override void Reset()
    {
        base.Reset();
    }

    #endregion

    #region NT Base Callbacks

    /// <summary>
    /// NTSnapshot struct is created from incoming data from server
    /// and added to SnapshotInterpolation sorted list.
    /// You may want to skip calling the base method for the local player
    /// if doing client-side prediction, or perhaps pass altered values,
    /// or compare the server data to local values and correct large differences.
    /// </summary>
    protected override void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
    {
        base.OnServerToClientSync(position, rotation, scale);
    }

    /// <summary>
    /// NTSnapshot struct is created from incoming data from client
    /// and added to SnapshotInterpolation sorted list.
    /// You may want to implement anti-cheat checks here in client authority mode.
    /// </summary>
    protected override void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
    {
        base.OnClientToServerSync(position, rotation, scale);
    }

    /// <summary>
    /// Called by both CmdTeleport and RpcTeleport on server and clients, respectively.
    /// Here you can disable a Character Controller before calling the base method,
    /// and re-enable it after the base method call to avoid conflicting with it.
    /// </summary>
    protected override void OnTeleport(Vector3 destination)
    {
        base.OnTeleport(destination);
    }

    /// <summary>
    /// Called by both CmdTeleport and RpcTeleport on server and clients, respectively.
    /// Here you can disable a Character Controller before calling the base method,
    /// and re-enable it after the base method call to avoid conflicting with it.
    /// </summary>
    protected override void OnTeleport(Vector3 destination, Quaternion rotation)
    {
        base.OnTeleport(destination, rotation);
    }

    /// <summary>
    /// NTSnapshot struct is created here
    /// </summary>
    protected override NTSnapshot ConstructSnapshot()
    {
        return base.ConstructSnapshot();
    }

    /// <summary>
    /// localPosition, localRotation, and localScale are set here:
    /// interpolated values are used if interpolation is enabled.
    /// goal values are used if interpolation is disabled.
    /// </summary>
    protected override void ApplySnapshot(NTSnapshot start, NTSnapshot goal, NTSnapshot interpolated)
    {
        base.ApplySnapshot(start, goal, interpolated);
    }

#if onlySyncOnChange_BANDWIDTH_SAVING

    /// <summary>
    /// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
    /// </summary>
    protected override bool CompareSnapshots(NTSnapshot currentSnapshot)
    {
        return base.CompareSnapshots(currentSnapshot);
    }

#endif

    #endregion

    #region GUI

#if UNITY_EDITOR || DEVELOPMENT_BUILD
    // OnGUI allocates even if it does nothing. avoid in release.

    protected override void OnGUI()
    {
        base.OnGUI();
    }

    protected override void DrawGizmos(SortedList<double, NTSnapshot> buffer)
    {
        base.DrawGizmos(buffer);
    }

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();
    }

#endif

    #endregion
}
